fix: empty out all gridmap layers under candy pump and use precise duration timer for projectile destruction
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+10
-11
@@ -1,6 +1,6 @@
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[gd_scene load_steps=10 format=3 uid="uid://ddy2r7xto80gq"]
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[gd_scene format=3 uid="uid://ddy2r7xto80gq"]
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[ext_resource type="Script" path="res://scripts/controllers/candy_cannon_controller.gd" id="1_canon"]
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[ext_resource type="Script" uid="uid://du7cne5070ia0" path="res://scripts/controllers/candy_cannon_controller.gd" id="1_canon"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_base"]
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albedo_color = Color(0.15, 0.15, 0.2, 1)
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@@ -42,36 +42,35 @@ material = SubResource("StandardMaterial3D_pipe")
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inner_radius = 0.95
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outer_radius = 1.15
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rings = 32
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tube_segments = 12
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[node name="CandyCannon" type="Node3D"]
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[node name="CandyCannon" type="Node3D" unique_id=1515964905]
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script = ExtResource("1_canon")
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[node name="Base" type="MeshInstance3D" parent="."]
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[node name="Base" type="MeshInstance3D" parent="." unique_id=867716100]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.25, 0)
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mesh = SubResource("CylinderMesh_base")
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[node name="Tank" type="MeshInstance3D" parent="."]
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[node name="Tank" type="MeshInstance3D" parent="." unique_id=2051786234]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.4, 0)
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mesh = SubResource("SphereMesh_tank")
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[node name="Pipe" type="MeshInstance3D" parent="."]
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[node name="Pipe" type="MeshInstance3D" parent="." unique_id=491265631]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.7, 0)
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mesh = SubResource("CylinderMesh_pipe")
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[node name="Ring1" type="MeshInstance3D" parent="."]
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[node name="Ring1" type="MeshInstance3D" parent="." unique_id=1607309179]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.4, 0)
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mesh = SubResource("TorusMesh_ring")
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[node name="Ring2" type="MeshInstance3D" parent="."]
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[node name="Ring2" type="MeshInstance3D" parent="." unique_id=850923213]
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transform = Transform3D(0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 0, 0, 1, 0, 1.4, 0)
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mesh = SubResource("TorusMesh_ring")
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[node name="Ring3" type="MeshInstance3D" parent="."]
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[node name="Ring3" type="MeshInstance3D" parent="." unique_id=677024967]
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transform = Transform3D(0.707107, -0.707107, 0, 0.707107, 0.707107, 0, 0, 0, 1, 0, 1.4, 0)
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mesh = SubResource("TorusMesh_ring")
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[node name="OmniLight3D" type="OmniLight3D" parent="."]
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[node name="OmniLight3D" type="OmniLight3D" parent="." unique_id=1751121483]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.8, 0)
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light_color = Color(1, 0.4, 0.8, 1)
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light_energy = 3.0
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@@ -115,17 +115,21 @@ func spawn_projectile(target_world_pos: Vector3, duration: float) -> void:
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var mid_y = max(global_position.y, target_world_pos.y) + 4.0
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var tween_y = create_tween()
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# Important: Make sure both halves of the y-tween together equal `duration`
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tween_y.tween_property(projectile, "global_position:y", mid_y, duration / 2.0).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
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tween_y.tween_property(projectile, "global_position:y", target_world_pos.y, duration / 2.0).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN).set_delay(duration / 2.0)
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tween_y.tween_property(projectile, "global_position:y", target_world_pos.y, duration / 2.0).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
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# Add some spin to the projectile
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var spin_tween = create_tween()
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spin_tween.set_loops()
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spin_tween.tween_property(projectile, "rotation", Vector3(PI*2, PI*2, PI*2), 0.5).as_relative()
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tween.chain().tween_callback(func():
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spin_tween.kill()
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projectile.queue_free()
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# We need to wait for the X/Z tween to finish, but since it's parallel we can just use a separate timer or tween
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# to kill the projectile exactly when duration is reached, ensuring it doesn't get killed early by X/Z finishing 1 frame earlier than Y
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get_tree().create_timer(duration).timeout.connect(func():
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if is_instance_valid(spin_tween): spin_tween.kill()
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if is_instance_valid(projectile): projectile.queue_free()
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)
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func can_rpc() -> bool:
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@@ -391,43 +391,47 @@ func sync_arena_setup() -> void:
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print("[Gauntlet] Client: Syncing Arena Setup (%dx%d)..." % [ARENA_COLUMNS, ARENA_ROWS])
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_apply_arena_setup()
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func _apply_arena_setup() -> void:
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"""Shared arena layout logic for host + clients."""
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if not gridmap:
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gridmap = get_parent().get_node_or_null("EnhancedGridMap")
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if not gridmap:
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gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
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if not gridmap: return
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func _apply_arena_setup() -> void:
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"""Shared arena layout logic for host + clients."""
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if not gridmap:
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gridmap = get_parent().get_node_or_null("EnhancedGridMap")
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if not gridmap:
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gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
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if not gridmap: return
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# Resize grid (bypass setters that wipe the map)
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gridmap.set("columns", ARENA_COLUMNS)
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gridmap.set("rows", ARENA_ROWS)
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# Resize grid (bypass setters that wipe the map)
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gridmap.set("columns", ARENA_COLUMNS)
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gridmap.set("rows", ARENA_ROWS)
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# Clear all
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gridmap.clear()
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# Clear all
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gridmap.clear()
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# Build the 20x20 arena
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for x in range(ARENA_COLUMNS):
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for z in range(ARENA_ROWS):
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var pos = Vector2i(x, z)
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# Build the 20x20 arena
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for x in range(ARENA_COLUMNS):
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for z in range(ARENA_ROWS):
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var pos = Vector2i(x, z)
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# Center 3x3 block: NPC obstacle (Candy Pump)
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# Center 3x3 block: NPC obstacle (Candy Pump)
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if _is_npc_zone(pos):
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# Make the floor empty (-1) beneath the Candy Pump
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# We need to clear all possible layers just in case
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gridmap.set_cell_item(Vector3i(x, 0, z), -1)
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gridmap.set_cell_item(Vector3i(x, 1, z), -1)
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gridmap.set_cell_item(Vector3i(x, 2, z), -1)
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continue
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# Boundary walls: perimeter (row 0, row 19, col 0, col 19)
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if x == 0 or x == ARENA_COLUMNS - 1 or z == 0 or z == ARENA_ROWS - 1:
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# Also make border walls visually walkable floors instead of red blocks
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# Boundary walls: perimeter (row 0, row 19, col 0, col 19)
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if x == 0 or x == ARENA_COLUMNS - 1 or z == 0 or z == ARENA_ROWS - 1:
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# Also make border walls visually walkable floors instead of red blocks
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gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WALKABLE)
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gridmap.set_cell_item(Vector3i(x, 1, z), -1)
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gridmap.set_cell_item(Vector3i(x, 2, z), -1)
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continue
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# Interior: walkable floor
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gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WALKABLE)
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gridmap.set_cell_item(Vector3i(x, 1, z), -1)
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continue
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# Interior: walkable floor
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gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WALKABLE)
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gridmap.set_cell_item(Vector3i(x, 1, z), -1)
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gridmap.set_cell_item(Vector3i(x, 2, z), -1)
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gridmap.diagonal_movement = true
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gridmap.update_grid_data()
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